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Full Version: Weather Script
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Demo
http://pcis-studios.com/ccoa/Weather%20Script.exe (Link is down)
[attachment=2082] (USE ATTACHED DEMO)

(If you experience lag with the one above, try Weather Lite) (Link is down)

The Script
Code:
#  ccoa's weather script
#
#  Weather Types:
#    1 - rain
#    2 - storm
#    3 - snow
#    4 - hail
#    5 - rain with thunder and lightning
#    6 - falling leaves (autumn)
#    7 - blowing leaves (autumn)
#    8 - swirling leaves (autumn)
#    9 - falling leaves (green)
#   10 - cherry blossom (sakura) petals
#   11 - rose petals
#   12 - feathers
#   13 - blood rain
#   14 - sparkles
#   15 - user defined
#   16 - blowing snow
#   17 - meteor shower
#   18 - falling ash
#   19 - bubbles
#   20 - bubbles 2
#   21 - sparkles up
#
#  Weather Power:
#    An integer from 0-50.  0 = no weather, 50 = 500 sprites
#
#  Transition:
#    The number of frames to "transition" the weather in
#
#  Usage:
#    Create a call script with the following:
#       $game_screen.weather(type, power, transition)
#
#  Usage of user-defined weather:
#    Look at the following globals:

$WEATHER_UPDATE = false   # the $WEATHER_IMAGES array has changed, please update
$WEATHER_IMAGES = []      # the array of picture names to use
$WEATHER_X = 0            # the number of pixels the image should move horizontally (positive = right, negative = left)
$WEATHER_Y = 0            # the number of pizels the image should move vertically (positive = down, negative = up)
$WEATHER_FADE = 0         # how much the image should fade each update (0 = no fade, 255 = fade instantly)
$WEATHER_ANIMATED = false # whether or not the image should cycle through all the images

module RPG
class Weather
  def initialize(viewport = nil)
    @type = 0
    @max = 0
    @ox = 0
    @oy = 0
    @count = 0
    @current_pose = []
    @info = []
    @countarray = []

    make_bitmaps

    # **** ccoa ****
    for i in 1..500
      sprite = Sprite.new(viewport)
      sprite.z = 1000
      sprite.visible = false
      sprite.opacity = 0
      @sprites.push(sprite)
      @current_pose.push(0)
      @info.push(rand(50))
      @countarray.push(rand(15))
    end
  end
 
  def dispose
    for sprite in @sprites
      sprite.dispose
    end
    @rain_bitmap.dispose
    @storm_bitmap.dispose
    @snow_bitmap.dispose
    @hail_bitmap.dispose
    @petal_bitmap.dispose
    @blood_rain_bitmap.dispose
    for image in @autumn_leaf_bitmaps
      image.dispose
    end
    for image in @green_leaf_bitmaps
      image.dispose
    end
    for image in @rose_bitmaps
      image.dispose
    end
    for image in @feather_bitmaps
      image.dispose
    end
    for image in @sparkle_bitmaps
      image.dispose
    end
    for image in @user_bitmaps
      image.dispose
    end
    $WEATHER_UPDATE = true
  end
 
  def type=(type)
    return if @type == type
    @type = type
    case @type
    when 1 # rain
      bitmap = @rain_bitmap
    when 2 # storm
      bitmap = @storm_bitmap
    when 3 # snow
      bitmap = @snow_bitmap
    when 4 # hail
      bitmap = @hail_bitmap
    when 5 # rain w/ thunder and lightning
      bitmap = @rain_bitmap
      @thunder = true
    when 6 # falling autumn leaves
      bitmap = @autumn_leaf_bitmaps[0]
    when 7 # blowing autumn leaves
      bitmap = @autumn_leaf_bitmaps[0]
    when 8 # swirling autumn leaves
      bitmap = @autumn_leaf_bitmaps[0]
    when 9 # falling green leaves
      bitmap = @green_leaf_bitmaps[0]
    when 10 # sakura petals
      bitmap = @petal_bitmap
    when 11 # rose petals
      bitmap = @rose_bitmaps[0]
    when 12 # feathers
      bitmap = @feather_bitmaps[0]
    when 13 # blood rain
      bitmap = @blood_rain_bitmap
    when 14 # sparkles
      bitmap = @sparkle_bitmaps[0]
    when 15 # user-defined
        bitmap = @user_bitmaps[rand(@user_bitmaps.size)]
    when 16 # blowing snow
      bitmap = @snow_bitmap
    when 17 # meteors
      bitmap = @meteor_bitmap
    when 18 # falling ash
      bitmap = @ash_bitmaps[rand(@ash_bitmaps.size)]
    when 19 # bubbles
      bitmap = @bubble_bitmaps[rand(@bubble_bitmaps.size)]
    when 21 # sparkles up
      bitmap = @sparkle_bitmaps[0]
    else
      bitmap = nil
    end
    if @type != 5
      @thunder = false
    end
    # **** ccoa ****
    for i in 1..500
      sprite = @sprites[i]
      if sprite != nil
        sprite.visible = (i <= @max)
        if @type == 19
          sprite.bitmap = @bubble_bitmaps[rand(@bubble_bitmaps.size)]
        elsif @type == 20
          sprite.bitmap = @bubble2_bitmaps[rand(@bubble2_bitmaps.size)]
        elsif @type == 3
          r = rand(@snow_bitmaps.size)
          @info[i] = r
          sprite.bitmap = @snow_bitmaps[r]
        else
          sprite.bitmap = bitmap
        end
      end
    end
  end
 
  def ox=(ox)
    return if @ox == ox;
    @ox = ox
    for sprite in @sprites
      sprite.ox = @ox
    end
  end
 
  def oy=(oy)
    return if @oy == oy;
    @oy = oy
    for sprite in @sprites
      sprite.oy = @oy
    end
  end
 
  def max=(max)
    return if @max == max;
    # **** ccoa ****
    @max = [[max, 0].max, 500].min
    for i in 1..500
      sprite = @sprites[i]
      if sprite != nil
        sprite.visible = (i <= @max)
      end
    end
  end
 
  def update
    return if @type == 0
    for i in 1..@max
      sprite = @sprites[i]
      if sprite == nil
        break
      end
      if @type == 1 or @type == 5 or @type == 13 # rain
        if sprite.opacity <= 150
          if @current_pose[i] == 0
            sprite.y += @rain_bitmap.height
            sprite.x -= @rain_bitmap.width
            if @type == 1 or @type == 5
              sprite.bitmap = @rain_splash
            else
              sprite.bitmap = @blood_rain_splash
            end
            @current_pose[i] = 1
          end
        else
          if @current_pose[i] == 1
            if @type == 1 or @type == 5
              sprite.bitmap = @rain_bitmap
            else
              sprite.bitmap = @blood_rain_bitmap
            end
            @current_pose[i] = 0
          end
          sprite.x -= 2
          sprite.y += 16
          if @thunder and (rand(8000 - @max) == 0)
            $game_screen.start_flash(Color.new(255, 255, 255, 255), 5)
            Audio.se_play("Audio/SE/061-Thunderclap01")
          end
        end
        sprite.opacity -= 8
      end
      if @type == 2 # storm
        sprite.x -= 8
        sprite.y += 16
        sprite.opacity -= 12
      end
      if @type == 3 # snow
        case @info[i]
        when 0 # smallest flake, fall the slowest
          sprite.y += 1
        when 1
          sprite.y += 3
        when 2
          sprite.y += 5
        when 3
          sprite.y += 7
        end
        sprite.opacity -= 3
      end
      if @type == 4 # hail
        sprite.x -= 1
        sprite.y += 18
        sprite.opacity -= 15
      end
      if @type == 6 # falling autumn leaves
        @count = rand(20)
        if @count == 0
          sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]
          @current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size
        end
        sprite.x -= 1
        sprite.y += 1
      end
      if @type == 7 # blowing autumn leaves
        @count = rand(20)
        if @count == 0
          sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]
          @current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size
        end
        sprite.x -= 10
        sprite.y += (rand(4) - 2)
      end
      if @type == 8 # swirling autumn leaves
        @count = rand(20)
        if @count == 0
          sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]
          @current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size
        end
        if @info[i] != 0
          if @info[i] >= 1 and @info[i] <= 10
            sprite.x -= 3
            sprite.y -= 1
          elsif @info[i] >= 11 and @info[i] <= 16
            sprite.x -= 1
            sprite.y -= 2
          elsif @info[i] >= 17 and @info[i] <= 20
            sprite.y -= 3
          elsif @info[i] >= 21 and @info[i] <= 30
            sprite.y -= 2
            sprite.x += 1
          elsif @info[i] >= 31 and @info[i] <= 36
            sprite.y -= 1
            sprite.x += 3
          elsif @info[i] >= 37 and @info[i] <= 40
            sprite.x += 5
          elsif @info[i] >= 41 and @info[i] <= 46
            sprite.y += 1
            sprite.x += 3
          elsif @info[i] >= 47 and @info[i] <= 58
            sprite.y += 2
            sprite.x += 1
          elsif @info[i] >= 59 and @info[i] <= 64
            sprite.y += 3
          elsif @info[i] >= 65 and @info[i] <= 70
            sprite.x -= 1
            sprite.y += 2
          elsif @info[i] >= 71 and @info[i] <= 81
            sprite.x -= 3
            sprite.y += 1
          elsif @info[i] >= 82 and @info[i] <= 87
            sprite.x -= 5
          end
          @info[i] = (@info[i] + 1) % 88
        else
          if rand(200) == 0
            @info[i] = 1
          end
          sprite.x -= 5
          sprite.y += 1
        end
      end
      if @type == 9 # falling green leaves
        if @countarray[i] == 0
          @current_pose[i] = (@current_pose[i] + 1) % @green_leaf_bitmaps.size
          sprite.bitmap = @green_leaf_bitmaps[@current_pose[i]]
          @countarray[i] = rand(15)
        end
        @countarray[i] = (@countarray[i] + 1) % 15
        sprite.y += 1
      end
      if @type == 10 # sakura petals
        if @info[i] < 25
          sprite.x -= 1
        else
          sprite.x += 1
        end
        @info[i] = (@info[i] + 1) % 50
        sprite.y += 1
      end
      if @type == 11 # rose petals
        @count = rand(20)
        if @count == 0
          sprite.bitmap = @rose_bitmaps[@current_pose[i]]
          @current_pose[i] = (@current_pose[i] + 1) % @rose_bitmaps.size
        end
        if @info[i] % 2 == 0
          if @info[i] < 10
            sprite.x -= 1
          elsif
            sprite.x += 1
          end
        end
        sprite.y += 1
      end
      if @type == 12 # feathers
        if @countarray[i] == 0
          @current_pose[i] = (@current_pose[i] + 1) % @feather_bitmaps.size
          sprite.bitmap = @feather_bitmaps[@current_pose[i]]
        end
        @countarray[i] = (@countarray[i] + 1) % 15
        if rand(100) == 0
          sprite.x -= 1
        end
        if rand(100) == 0
          sprite.y -= 1
        end
        if @info[i] < 50
          if rand(2) == 0
            sprite.x -= 1
          else
            sprite.y -= 1
          end
        else
          if rand(2) == 0
            sprite.x += 1
          else
            sprite.y += 1
          end
        end
        @info[i] = (@info[i] + 1) % 100
      end
      if @type == 14 # sparkles
        if @countarray[i] == 0
          @current_pose[i] = (@current_pose[i] + 1) % @sparkle_bitmaps.size
          sprite.bitmap = @sparkle_bitmaps[@current_pose[i]]
        end
        @countarray[i] = (@countarray[i] + 1) % 15
        sprite.y += 1
        sprite.opacity -= 1
      end
      if @type == 15 # user-defined
        if $WEATHER_UPDATE
          update_user_defined
          $WEATHER_UPDATE = false
        end
        if $WEATHER_ANIMATED and @countarray[i] == 0
          @current_pose[i] = (@current_pose[i] + 1) % @user_bitmaps.size
          sprite.bitmap = @user_bitmaps[@current_pose[i]]
        end
        sprite.x += $WEATHER_X
        sprite.y += $WEATHER_Y
        sprite.opacity -= $WEATHER_FADE
      end
      if @type == 16 # blowing snow
        sprite.x -= 10
        sprite.y += 6
        sprite.opacity -= 4
      end
      if @type == 17 # meteors
        if @countarray[i] > 0
          if rand(20) == 0
            sprite.bitmap = @impact_bitmap
            @countarray[i] = -5
          else
            sprite.x -= 6
            sprite.y += 10
          end
        else
          @countarray[i] += 1
          if @countarray[i] == 0
            sprite.bitmap = @meteor_bitmap
            sprite.opacity = 0
            @count_array = 1
          end
        end
      end
      if @type == 18 # ash
        sprite.y += 2
        case @countarray[i] % 3
        when 0
          sprite.x -= 1
        when 1
          sprite.x += 1
        end
      end
      if @type == 19 or @type == 20 # bubbles
        switch = rand(75) + rand(75) + 1
        if @info[i] < switch / 2
          sprite.x -= 1
        else
          sprite.x += 1
        end
        @info[i] = (@info[i] + 1) % switch
        sprite.y -= 1
        if switch % 2 == 0
          sprite.opacity -= 1
        end
      end
      if @type == 21 # sparkles up
        if @countarray[i] == 0
          @current_pose[i] = (@current_pose[i] + 1) % @sparkle_bitmaps.size
          sprite.bitmap = @sparkle_bitmaps[@current_pose[i]]
        end
        @countarray[i] = (@countarray[i] + 1) % 15
        sprite.y -= 1
        sprite.opacity -= 1
      end
         
      x = sprite.x - @ox
      y = sprite.y - @oy
      if sprite.opacity < 64 or x < -50 or x > 750 or y < -300 or y > 500
        sprite.x = rand(800) - 50 + @ox
        sprite.y = rand(800) - 200 + @oy
        sprite.opacity = 255
      end
    end
  end
 
  def make_bitmaps
    color1 = Color.new(255, 255, 255, 255)
    color2 = Color.new(255, 255, 255, 128)
    @rain_bitmap = Bitmap.new(7, 56)
    for i in 0..6
      @rain_bitmap.fill_rect(6-i, i*8, 1, 8, color1)
    end
    @rain_splash = Bitmap.new(8, 5)
    @rain_splash.fill_rect(1, 0, 6, 1, color2)
    @rain_splash.fill_rect(1, 4, 6, 1, color2)
    @rain_splash.fill_rect(0, 1, 1, 3, color2)
    @rain_splash.fill_rect(7, 1, 1, 3, color2)
    @rain_splash.set_pixel(1, 0, color1)
    @rain_splash.set_pixel(0, 1, color1)
   
    @storm_bitmap = Bitmap.new(34, 64)
    for i in 0..31
      @storm_bitmap.fill_rect(33-i, i*2, 1, 2, color2)
      @storm_bitmap.fill_rect(32-i, i*2, 1, 2, color1)
      @storm_bitmap.fill_rect(31-i, i*2, 1, 2, color2)
    end
    @snow_bitmap = Bitmap.new(6, 6)
    @snow_bitmap.fill_rect(0, 1, 6, 4, color2)
    @snow_bitmap.fill_rect(1, 0, 4, 6, color2)
    @snow_bitmap.fill_rect(1, 2, 4, 2, color1)
    @snow_bitmap.fill_rect(2, 1, 2, 4, color1)
    @sprites = []
   
    @snow_bitmaps = []
   
    color3 = Color.new(255, 255, 255, 204)
    @snow_bitmaps[0] = Bitmap.new(3, 3)
    @snow_bitmaps[0].fill_rect(0, 0, 3, 3, color2)
    @snow_bitmaps[0].fill_rect(0, 1, 3, 1, color3)
    @snow_bitmaps[0].fill_rect(1, 0, 1, 3, color3)
    @snow_bitmaps[0].set_pixel(1, 1, color1)
   
    @snow_bitmaps[1] = Bitmap.new(4, 4)
    @snow_bitmaps[1].fill_rect(0, 1, 4, 2, color2)
    @snow_bitmaps[1].fill_rect(1, 0, 2, 4, color2)
    @snow_bitmaps[1].fill_rect(1, 1, 2, 2, color1)
   
    @snow_bitmaps[2] = Bitmap.new(5, 5)
    @snow_bitmaps[1].fill_rect(0, 1, 5, 3, color3)
    @snow_bitmaps[1].fill_rect(1, 0, 3, 5, color3)
    @snow_bitmaps[1].fill_rect(1, 1, 3, 3, color2)
    @snow_bitmaps[1].fill_rect(2, 1, 3, 1, color1)
    @snow_bitmaps[1].fill_rect(1, 2, 1, 3, color1)
   
    @snow_bitmaps[3] = Bitmap.new(7, 7)
    @snow_bitmaps[1].fill_rect(1, 1, 5, 5, color3)
    @snow_bitmaps[1].fill_rect(2, 0, 7, 3, color3)
    @snow_bitmaps[1].fill_rect(0, 2, 3, 7, color3)
    @snow_bitmaps[1].fill_rect(2, 1, 5, 3, color2)
    @snow_bitmaps[1].fill_rect(1, 2, 3, 5, color2)
    @snow_bitmaps[1].fill_rect(2, 2, 3, 3, color1)
    @snow_bitmaps[1].fill_rect(3, 1, 5, 1, color1)
    @snow_bitmaps[1].fill_rect(1, 3, 1, 5, color1)
   
    blueGrey  = Color.new(215, 227, 227, 150)
    grey      = Color.new(214, 217, 217, 150)
    lightGrey = Color.new(233, 233, 233, 250)
    lightBlue = Color.new(222, 239, 243, 250)
    @hail_bitmap = Bitmap.new(4, 4)
    @hail_bitmap.fill_rect(1, 0, 2, 1, blueGrey)
    @hail_bitmap.fill_rect(0, 1, 1, 2, blueGrey)
    @hail_bitmap.fill_rect(3, 1, 1, 2, grey)
    @hail_bitmap.fill_rect(1, 3, 2, 1, grey)
    @hail_bitmap.fill_rect(1, 1, 2, 2, lightGrey)
    @hail_bitmap.set_pixel(1, 1, lightBlue)
   
   
    color3 = Color.new(255, 167, 192, 255) # light pink
    color4 = Color.new(213, 106, 136, 255) # dark pink
    @petal_bitmap = Bitmap.new(4, 4) #This creates a new bitmap that is 4 x 4 pixels
    @petal_bitmap.fill_rect(0, 3, 1, 1, color3) # this makes a 1x1 pixel "rectangle" at the 0, 3 pixel of the image (upper left corner is 0, 0)
    @petal_bitmap.fill_rect(1, 2, 1, 1, color3)
    @petal_bitmap.fill_rect(2, 1, 1, 1, color3)
    @petal_bitmap.fill_rect(3, 0, 1, 1, color3)
    @petal_bitmap.fill_rect(1, 3, 1, 1, color4)
    @petal_bitmap.fill_rect(2, 2, 1, 1, color4)
    @petal_bitmap.fill_rect(3, 1, 1, 1, color4)
   
   
    brightOrange = Color.new(248, 88, 0, 255)   
    orangeBrown  = Color.new(144, 80, 56, 255)
    burntRed     = Color.new(152, 0, 0, 255)
    paleOrange   = Color.new(232, 160, 128, 255)
    darkBrown    = Color.new(72, 40, 0, 255)
    @autumn_leaf_bitmaps = []
    @autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    # draw the first of the leaf1 bitmaps
    @autumn_leaf_bitmaps[0].set_pixel(5, 1, orangeBrown)
    @autumn_leaf_bitmaps[0].set_pixel(6, 1, brightOrange)
    @autumn_leaf_bitmaps[0].set_pixel(7, 1, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(3, 2, orangeBrown)
    @autumn_leaf_bitmaps[0].fill_rect(4, 2, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[0].set_pixel(6, 2, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(2, 3, orangeBrown)
    @autumn_leaf_bitmaps[0].set_pixel(3, 3, brightOrange)
    @autumn_leaf_bitmaps[0].fill_rect(4, 3, 2, 1, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(1, 4, orangeBrown)
    @autumn_leaf_bitmaps[0].set_pixel(2, 4, brightOrange)
    @autumn_leaf_bitmaps[0].set_pixel(3, 4, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(1, 5, brightOrange)
    @autumn_leaf_bitmaps[0].set_pixel(2, 5, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(0, 6, orangeBrown)
    @autumn_leaf_bitmaps[0].set_pixel(1, 6, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(0, 7, paleOrange)
   
    # draw the 2nd of the leaf1 bitmaps
    @autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    @autumn_leaf_bitmaps[1].set_pixel(3, 0, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(7, 0, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(3, 1, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(4, 1, burntRed)
    @autumn_leaf_bitmaps[1].set_pixel(6, 1, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(0, 2, paleOrange)
    @autumn_leaf_bitmaps[1].set_pixel(1, 2, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(2, 2, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(3, 2, burntRed)
    @autumn_leaf_bitmaps[1].set_pixel(4, 2, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(5, 2, brightOrange)
    @autumn_leaf_bitmaps[1].fill_rect(1, 3, 3, 1, orangeBrown)
    @autumn_leaf_bitmaps[1].fill_rect(4, 3, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(6, 3, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(2, 4, burntRed)
    @autumn_leaf_bitmaps[1].fill_rect(3, 4, 3, 1, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(6, 4, burntRed)
    @autumn_leaf_bitmaps[1].set_pixel(7, 4, darkBrown)
    @autumn_leaf_bitmaps[1].set_pixel(1, 5, orangeBrown)
    @autumn_leaf_bitmaps[1].fill_rect(2, 5, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(4, 5, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(5, 5, burntRed)
    @autumn_leaf_bitmaps[1].fill_rect(1, 6, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[1].fill_rect(4, 6, 2, 1, burntRed)
    @autumn_leaf_bitmaps[1].set_pixel(0, 7, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(5, 7, darkBrown)
   
    # draw the 3rd of the leaf1 bitmaps
    @autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    @autumn_leaf_bitmaps[2].set_pixel(7, 1, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(6, 2, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(7, 2, orangeBrown)
    @autumn_leaf_bitmaps[2].set_pixel(5, 3, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(6, 3, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(4, 4, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(5, 4, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(6, 4, orangeBrown)
    @autumn_leaf_bitmaps[2].fill_rect(2, 5, 2, 1, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(4, 5, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(5, 5, orangeBrown)
    @autumn_leaf_bitmaps[2].set_pixel(1, 6, paleOrange)
    @autumn_leaf_bitmaps[2].fill_rect(2, 6, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(4, 6, orangeBrown)
    @autumn_leaf_bitmaps[2].set_pixel(0, 7, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(1, 7, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(2, 7, orangeBrown)
   
    # draw the 4th of the leaf1 bitmaps
    @autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    @autumn_leaf_bitmaps[3].set_pixel(3, 0, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(7, 0, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(3, 1, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(4, 1, burntRed)
    @autumn_leaf_bitmaps[3].set_pixel(6, 1, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(0, 2, paleOrange)
    @autumn_leaf_bitmaps[3].set_pixel(1, 2, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(2, 2, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(3, 2, burntRed)
    @autumn_leaf_bitmaps[3].set_pixel(4, 2, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(5, 2, brightOrange)
    @autumn_leaf_bitmaps[3].fill_rect(1, 3, 3, 1, orangeBrown)
    @autumn_leaf_bitmaps[3].fill_rect(4, 3, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(6, 3, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(2, 4, burntRed)
    @autumn_leaf_bitmaps[3].fill_rect(3, 4, 3, 1, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(6, 4, burntRed)
    @autumn_leaf_bitmaps[3].set_pixel(7, 4, darkBrown)
    @autumn_leaf_bitmaps[3].set_pixel(1, 5, orangeBrown)
    @autumn_leaf_bitmaps[3].fill_rect(2, 5, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(4, 5, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(5, 5, burntRed)
    @autumn_leaf_bitmaps[3].fill_rect(1, 6, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[3].fill_rect(4, 6, 2, 1, burntRed)
    @autumn_leaf_bitmaps[3].set_pixel(0, 7, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(5, 7, darkBrown)
   
    @green_leaf_bitmaps = []
    darkGreen  = Color.new(62, 76, 31, 255)
    midGreen   = Color.new(76, 91, 43, 255)
    khaki      = Color.new(105, 114, 66, 255)
    lightGreen = Color.new(128, 136, 88, 255)
    mint       = Color.new(146, 154, 106, 255)
   
    # 1st leaf bitmap
    @green_leaf_bitmaps[0] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[0].set_pixel(1, 0, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(1, 1, midGreen)
    @green_leaf_bitmaps[0].set_pixel(2, 1, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(2, 2, khaki)
    @green_leaf_bitmaps[0].set_pixel(3, 2, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(4, 2, khaki)
    @green_leaf_bitmaps[0].fill_rect(2, 3, 3, 1, midGreen)
    @green_leaf_bitmaps[0].set_pixel(5, 3, khaki)
    @green_leaf_bitmaps[0].fill_rect(2, 4, 2, 1, midGreen)
    @green_leaf_bitmaps[0].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[0].set_pixel(6, 4, khaki)
    @green_leaf_bitmaps[0].set_pixel(3, 5, midGreen)
    @green_leaf_bitmaps[0].set_pixel(4, 5, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(5, 5, khaki)
    @green_leaf_bitmaps[0].set_pixel(6, 5, lightGreen)
    @green_leaf_bitmaps[0].set_pixel(4, 6, midGreen)
    @green_leaf_bitmaps[0].set_pixel(5, 6, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(6, 6, lightGreen)
    @green_leaf_bitmaps[0].set_pixel(6, 7, khaki)
   
    # 2nd leaf bitmap
    @green_leaf_bitmaps[1] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[1].fill_rect(1, 1, 1, 2, midGreen)
    @green_leaf_bitmaps[1].fill_rect(2, 2, 2, 1, khaki)
    @green_leaf_bitmaps[1].set_pixel(4, 2, lightGreen)
    @green_leaf_bitmaps[1].fill_rect(2, 3, 2, 1, darkGreen)
    @green_leaf_bitmaps[1].fill_rect(4, 3, 2, 1, lightGreen)
    @green_leaf_bitmaps[1].set_pixel(2, 4, midGreen)
    @green_leaf_bitmaps[1].set_pixel(3, 4, darkGreen)
    @green_leaf_bitmaps[1].set_pixel(4, 4, khaki)
    @green_leaf_bitmaps[1].fill_rect(5, 4, 2, 1, lightGreen)
    @green_leaf_bitmaps[1].set_pixel(3, 5, midGreen)
    @green_leaf_bitmaps[1].set_pixel(4, 5, darkGreen)
    @green_leaf_bitmaps[1].set_pixel(5, 5, khaki)
    @green_leaf_bitmaps[1].set_pixel(6, 5, lightGreen)
    @green_leaf_bitmaps[1].set_pixel(5, 6, darkGreen)
    @green_leaf_bitmaps[1].fill_rect(6, 6, 2, 1, khaki)
   
    # 3rd leaf bitmap
    @green_leaf_bitmaps[2] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[2].set_pixel(1, 1, darkGreen)
    @green_leaf_bitmaps[2].fill_rect(1, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[2].set_pixel(2, 3, midGreen)
    @green_leaf_bitmaps[2].set_pixel(3, 3, darkGreen)
    @green_leaf_bitmaps[2].set_pixel(4, 3, midGreen)
    @green_leaf_bitmaps[2].fill_rect(2, 4, 2, 1, midGreen)
    @green_leaf_bitmaps[2].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[2].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[2].set_pixel(3, 5, midGreen)
    @green_leaf_bitmaps[2].set_pixel(4, 5, darkGreen)
    @green_leaf_bitmaps[2].fill_rect(5, 5, 2, 1, khaki)
    @green_leaf_bitmaps[2].fill_rect(4, 6, 2, 1, midGreen)
    @green_leaf_bitmaps[2].set_pixel(6, 6, lightGreen)
    @green_leaf_bitmaps[2].set_pixel(6, 7, khaki)
   
    # 4th leaf bitmap
    @green_leaf_bitmaps[3] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[3].fill_rect(0, 3, 1, 2, darkGreen)
    @green_leaf_bitmaps[3].set_pixel(1, 4, midGreen)
    @green_leaf_bitmaps[3].set_pixel(2, 4, khaki)
    @green_leaf_bitmaps[3].set_pixel(3, 4, lightGreen)
    @green_leaf_bitmaps[3].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[3].set_pixel(7, 4, midGreen)
    @green_leaf_bitmaps[3].set_pixel(1, 5, darkGreen)
    @green_leaf_bitmaps[3].set_pixel(2, 5, midGreen)
    @green_leaf_bitmaps[3].set_pixel(3, 5, lightGreen)
    @green_leaf_bitmaps[3].set_pixel(4, 5, mint)
    @green_leaf_bitmaps[3].set_pixel(5, 5, lightGreen)
    @green_leaf_bitmaps[3].set_pixel(6, 5, khaki)
    @green_leaf_bitmaps[3].set_pixel(7, 5, midGreen)
    @green_leaf_bitmaps[3].fill_rect(2, 6, 2, 1, midGreen)
    @green_leaf_bitmaps[3].set_pixel(4, 6, lightGreen)
    @green_leaf_bitmaps[3].set_pixel(5, 6, khaki)
    @green_leaf_bitmaps[3].set_pixel(6, 6, midGreen)
   
    # 5th leaf bitmap
    @green_leaf_bitmaps[4] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[4].set_pixel(6, 2, midGreen)
    @green_leaf_bitmaps[4].set_pixel(7, 2, darkGreen)
    @green_leaf_bitmaps[4].fill_rect(4, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[4].set_pixel(6, 3, khaki)
    @green_leaf_bitmaps[4].set_pixel(2, 4, darkGreen)
    @green_leaf_bitmaps[4].fill_rect(3, 4, 2, 1, khaki)
    @green_leaf_bitmaps[4].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[4].set_pixel(6, 4, khaki)
    @green_leaf_bitmaps[4].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[4].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[4].set_pixel(3, 5, lightGreen)
    @green_leaf_bitmaps[4].set_pixel(4, 5, mint)
    @green_leaf_bitmaps[4].set_pixel(5, 5, midGreen)
    @green_leaf_bitmaps[4].set_pixel(2, 6, darkGreen)
    @green_leaf_bitmaps[4].fill_rect(3, 6, 2, 1, midGreen)
   
    # 6th leaf bitmap
    @green_leaf_bitmaps[5] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[5].fill_rect(6, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[5].fill_rect(4, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[5].set_pixel(6, 3, khaki)
    @green_leaf_bitmaps[5].set_pixel(3, 4, midGreen)
    @green_leaf_bitmaps[5].set_pixel(4, 4, khaki)
    @green_leaf_bitmaps[5].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[5].set_pixel(6, 4, mint)
    @green_leaf_bitmaps[5].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[5].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[5].fill_rect(3, 5, 2, 1, mint)
    @green_leaf_bitmaps[5].set_pixel(5, 5, lightGreen)
    @green_leaf_bitmaps[5].set_pixel(2, 6, midGreen)
    @green_leaf_bitmaps[5].set_pixel(3, 6, khaki)
    @green_leaf_bitmaps[5].set_pixel(4, 6, lightGreen)
   
    # 7th leaf bitmap
    @green_leaf_bitmaps[6] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[6].fill_rect(6, 1, 1, 2, midGreen)
    @green_leaf_bitmaps[6].fill_rect(4, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[6].fill_rect(6, 2, 1, 2, darkGreen)
    @green_leaf_bitmaps[6].fill_rect(3, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[6].set_pixel(5, 3, khaki)
    @green_leaf_bitmaps[6].set_pixel(2, 4, midGreen)
    @green_leaf_bitmaps[6].set_pixel(3, 4, khaki)
    @green_leaf_bitmaps[6].set_pixel(4, 4, lightGreen)
    @green_leaf_bitmaps[6].set_pixel(5, 4, midGreen)
    @green_leaf_bitmaps[6].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[6].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[6].fill_rect(3, 5, 2, 1, midGreen)
    @green_leaf_bitmaps[6].set_pixel(1, 6, darkGreen)
    @green_leaf_bitmaps[6].set_pixel(2, 6, midGreen)
   
    # 8th leaf bitmap
    @green_leaf_bitmaps[7] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[7].set_pixel(6, 1, midGreen)
    @green_leaf_bitmaps[7].fill_rect(4, 2, 3, 2, midGreen)
    @green_leaf_bitmaps[7].set_pixel(3, 3, darkGreen)
    @green_leaf_bitmaps[7].set_pixel(2, 4, darkGreen)
    @green_leaf_bitmaps[7].set_pixel(3, 4, midGreen)
    @green_leaf_bitmaps[7].fill_rect(4, 4, 2, 1, khaki)
    @green_leaf_bitmaps[7].set_pixel(1, 5, darkGreen)
    @green_leaf_bitmaps[7].set_pixel(2, 5, midGreen)
    @green_leaf_bitmaps[7].fill_rect(3, 5, 2, 1, lightGreen)
    @green_leaf_bitmaps[7].set_pixel(2, 6, midGreen)
    @green_leaf_bitmaps[7].set_pixel(3, 6, lightGreen)
   
    # 9th leaf bitmap
    @green_leaf_bitmaps[8] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[8].fill_rect(6, 1, 1, 2, midGreen)
    @green_leaf_bitmaps[8].fill_rect(4, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[8].fill_rect(6, 2, 1, 2, darkGreen)
    @green_leaf_bitmaps[8].fill_rect(3, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[8].set_pixel(5, 3, khaki)
    @green_leaf_bitmaps[8].set_pixel(2, 4, midGreen)
    @green_leaf_bitmaps[8].set_pixel(3, 4, khaki)
    @green_leaf_bitmaps[8].set_pixel(4, 4, lightGreen)
    @green_leaf_bitmaps[8].set_pixel(5, 4, midGreen)
    @green_leaf_bitmaps[8].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[8].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[8].fill_rect(3, 5, 2, 1, midGreen)
    @green_leaf_bitmaps[8].set_pixel(1, 6, darkGreen)
    @green_leaf_bitmaps[8].set_pixel(2, 6, midGreen)
   
    # 10th leaf bitmap
    @green_leaf_bitmaps[9] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[9].fill_rect(6, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[9].fill_rect(4, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[9].set_pixel(6, 3, khaki)
    @green_leaf_bitmaps[9].set_pixel(3, 4, midGreen)
    @green_leaf_bitmaps[9].set_pixel(4, 4, khaki)
    @green_leaf_bitmaps[9].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[9].set_pixel(6, 4, mint)
    @green_leaf_bitmaps[9].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[9].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[9].fill_rect(3, 5, 2, 1, mint)
    @green_leaf_bitmaps[9].set_pixel(5, 5, lightGreen)
    @green_leaf_bitmaps[9].set_pixel(2, 6, midGreen)
    @green_leaf_bitmaps[9].set_pixel(3, 6, khaki)
    @green_leaf_bitmaps[9].set_pixel(4, 6, lightGreen)
   
    # 11th leaf bitmap
    @green_leaf_bitmaps[10] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[10].set_pixel(6, 2, midGreen)
    @green_leaf_bitmaps[10].set_pixel(7, 2, darkGreen)
    @green_leaf_bitmaps[10].fill_rect(4, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[10].set_pixel(6, 3, khaki)
    @green_leaf_bitmaps[10].set_pixel(2, 4, darkGreen)
    @green_leaf_bitmaps[10].fill_rect(3, 4, 2, 1, khaki)
    @green_leaf_bitmaps[10].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[10].set_pixel(6, 4, khaki)
    @green_leaf_bitmaps[10].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[10].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[10].set_pixel(3, 5, lightGreen)
    @green_leaf_bitmaps[10].set_pixel(4, 5, mint)
    @green_leaf_bitmaps[10].set_pixel(5, 5, midGreen)
    @green_leaf_bitmaps[10].set_pixel(2, 6, darkGreen)
    @green_leaf_bitmaps[10].fill_rect(3, 6, 2, 1, midGreen)
   
    # 12th leaf bitmap
    @green_leaf_bitmaps[11] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[11].fill_rect(0, 3, 1, 2, darkGreen)
    @green_leaf_bitmaps[11].set_pixel(1, 4, midGreen)
    @green_leaf_bitmaps[11].set_pixel(2, 4, khaki)
    @green_leaf_bitmaps[11].set_pixel(3, 4, lightGreen)
    @green_leaf_bitmaps[11].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[11].set_pixel(7, 4, midGreen)
    @green_leaf_bitmaps[11].set_pixel(1, 5, darkGreen)
    @green_leaf_bitmaps[11].set_pixel(2, 5, midGreen)
    @green_leaf_bitmaps[11].set_pixel(3, 5, lightGreen)
    @green_leaf_bitmaps[11].set_pixel(4, 5, mint)
    @green_leaf_bitmaps[11].set_pixel(5, 5, lightGreen)
    @green_leaf_bitmaps[11].set_pixel(6, 5, khaki)
    @green_leaf_bitmaps[11].set_pixel(7, 5, midGreen)
    @green_leaf_bitmaps[11].fill_rect(2, 6, 2, 1, midGreen)
    @green_leaf_bitmaps[11].set_pixel(4, 6, lightGreen)
    @green_leaf_bitmaps[11].set_pixel(5, 6, khaki)
    @green_leaf_bitmaps[11].set_pixel(6, 6, midGreen)
   
    # 13th leaf bitmap
    @green_leaf_bitmaps[12] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[12].set_pixel(1, 1, darkGreen)
    @green_leaf_bitmaps[12].fill_rect(1, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[12].set_pixel(2, 3, midGreen)
    @green_leaf_bitmaps[12].set_pixel(3, 3, darkGreen)
    @green_leaf_bitmaps[12].set_pixel(4, 3, midGreen)
    @green_leaf_bitmaps[12].fill_rect(2, 4, 2, 1, midGreen)
    @green_leaf_bitmaps[12].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[12].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[12].set_pixel(3, 5, midGreen)
    @green_leaf_bitmaps[12].set_pixel(4, 5, darkGreen)
    @green_leaf_bitmaps[12].fill_rect(5, 5, 2, 1, khaki)
    @green_leaf_bitmaps[12].fill_rect(4, 6, 2, 1, midGreen)
    @green_leaf_bitmaps[12].set_pixel(6, 6, lightGreen)
    @green_leaf_bitmaps[12].set_pixel(6, 7, khaki)
   
    @rose_bitmaps = []
    brightRed = Color.new(255, 0, 0, 255)
    midRed    = Color.new(179, 17, 17, 255)
    darkRed   = Color.new(141, 9, 9, 255)
   
    # 1st rose petal bitmap
    @rose_bitmaps[0] = Bitmap.new(3, 3)
    @rose_bitmaps[0].fill_rect(1, 0, 2, 1, brightRed)
    @rose_bitmaps[0].fill_rect(0, 1, 1, 2, brightRed)
    @rose_bitmaps[0].fill_rect(1, 1, 2, 2, midRed)
    @rose_bitmaps[0].set_pixel(2, 2, darkRed)
   
    # 2nd rose petal bitmap
    @rose_bitmaps[1] = Bitmap.new(3, 3)
    @rose_bitmaps[1].set_pixel(0, 1, midRed)
    @rose_bitmaps[1].set_pixel(1, 1, brightRed)
    @rose_bitmaps[1].fill_rect(1, 2, 1, 2, midRed)
   
    @feather_bitmaps = []
    white = Color.new(255, 255, 255, 255)
   
    # 1st feather bitmap
    @feather_bitmaps[0] = Bitmap.new(3, 3)
    @feather_bitmaps[0].set_pixel(0, 2, white)
    @feather_bitmaps[0].set_pixel(1, 2, grey)
    @feather_bitmaps[0].set_pixel(2, 1, grey)
   
    # 2nd feather bitmap
    @feather_bitmaps[0] = Bitmap.new(3, 3)
    @feather_bitmaps[0].set_pixel(0, 0, white)
    @feather_bitmaps[0].set_pixel(0, 1, grey)
    @feather_bitmaps[0].set_pixel(1, 2, grey)
   
    # 3rd feather bitmap
    @feather_bitmaps[0] = Bitmap.new(3, 3)
    @feather_bitmaps[0].set_pixel(2, 0, white)
    @feather_bitmaps[0].set_pixel(1, 0, grey)
    @feather_bitmaps[0].set_pixel(0, 1, grey)
   
    # 4th feather bitmap
    @feather_bitmaps[0] = Bitmap.new(3, 3)
    @feather_bitmaps[0].set_pixel(2, 2, white)
    @feather_bitmaps[0].set_pixel(2, 1, grey)
    @feather_bitmaps[0].set_pixel(1, 0, grey)
   
    @blood_rain_bitmap = Bitmap.new(7, 56)
    for i in 0..6
      @blood_rain_bitmap.fill_rect(6-i, i*8, 1, 8, darkRed)
    end
    @blood_rain_splash = Bitmap.new(8, 5)
    @blood_rain_splash.fill_rect(1, 0, 6, 1, darkRed)
    @blood_rain_splash.fill_rect(1, 4, 6, 1, darkRed)
    @blood_rain_splash.fill_rect(0, 1, 1, 3, darkRed)
    @blood_rain_splash.fill_rect(7, 1, 1, 3, darkRed)
   
    @sparkle_bitmaps = []
   
    lightBlue = Color.new(181, 244, 255, 255)
    midBlue   = Color.new(126, 197, 235, 255)
    darkBlue  = Color.new(77, 136, 225, 255)
   
    # 1st sparkle bitmap
    @sparkle_bitmaps[0] = Bitmap.new(7, 7)
    @sparkle_bitmaps[0].set_pixel(3, 3, darkBlue)
   
    # 2nd sparkle bitmap
    @sparkle_bitmaps[1] = Bitmap.new(7, 7)
    @sparkle_bitmaps[1].fill_rect(3, 2, 1, 3, darkBlue)
    @sparkle_bitmaps[1].fill_rect(2, 3, 3, 1, darkBlue)
    @sparkle_bitmaps[1].set_pixel(3, 3, midBlue)
   
    # 3rd sparkle bitmap
    @sparkle_bitmaps[2] = Bitmap.new(7, 7)
    @sparkle_bitmaps[2].set_pixel(1, 1, darkBlue)
    @sparkle_bitmaps[2].set_pixel(5, 1, darkBlue)
    @sparkle_bitmaps[2].set_pixel(2, 2, midBlue)
    @sparkle_bitmaps[2].set_pixel(4, 2, midBlue)
    @sparkle_bitmaps[2].set_pixel(3, 3, lightBlue)
    @sparkle_bitmaps[2].set_pixel(2, 4, midBlue)
    @sparkle_bitmaps[2].set_pixel(4, 4, midBlue)
    @sparkle_bitmaps[2].set_pixel(1, 5, darkBlue)
    @sparkle_bitmaps[2].set_pixel(5, 5, darkBlue)
   
    # 4th sparkle bitmap
    @sparkle_bitmaps[3] = Bitmap.new(7, 7)
    @sparkle_bitmaps[3].fill_rect(3, 1, 1, 5, darkBlue)
    @sparkle_bitmaps[3].fill_rect(1, 3, 5, 1, darkBlue)
    @sparkle_bitmaps[3].fill_rect(3, 2, 1, 3, midBlue)
    @sparkle_bitmaps[3].fill_rect(2, 3, 3, 1, midBlue)
    @sparkle_bitmaps[3].set_pixel(3, 3, lightBlue)
   
    # 5th sparkle bitmap
    @sparkle_bitmaps[4] = Bitmap.new(7, 7)
    @sparkle_bitmaps[4].fill_rect(2, 2, 3, 3, midBlue)
    @sparkle_bitmaps[4].fill_rect(3, 2, 1, 3, darkBlue)
    @sparkle_bitmaps[4].fill_rect(2, 3, 3, 1, darkBlue)
    @sparkle_bitmaps[4].set_pixel(3, 3, lightBlue)
    @sparkle_bitmaps[4].set_pixel(1, 1, darkBlue)
    @sparkle_bitmaps[4].set_pixel(5, 1, darkBlue)
    @sparkle_bitmaps[4].set_pixel(1, 5, darkBlue)
    @sparkle_bitmaps[4].set_pixel(5, 1, darkBlue)
   
    # 6th sparkle bitmap
    @sparkle_bitmaps[5] = Bitmap.new(7, 7)
    @sparkle_bitmaps[5].fill_rect(2, 1, 3, 5, darkBlue)
    @sparkle_bitmaps[5].fill_rect(1, 2, 5, 3, darkBlue)
    @sparkle_bitmaps[5].fill_rect(2, 2, 3, 3, midBlue)
    @sparkle_bitmaps[5].fill_rect(3, 1, 1, 5, midBlue)
    @sparkle_bitmaps[5].fill_rect(1, 3, 5, 1, midBlue)
    @sparkle_bitmaps[5].fill_rect(3, 2, 1, 3, lightBlue)
    @sparkle_bitmaps[5].fill_rect(2, 3, 3, 1, lightBlue)
    @sparkle_bitmaps[5].set_pixel(3, 3, white)
   
    # 7th sparkle bitmap
    @sparkle_bitmaps[6] = Bitmap.new(7, 7)
    @sparkle_bitmaps[6].fill_rect(2, 1, 3, 5, midBlue)
    @sparkle_bitmaps[6].fill_rect(1, 2, 5, 3, midBlue)
    @sparkle_bitmaps[6].fill_rect(3, 0, 1, 7, darkBlue)
    @sparkle_bitmaps[6].fill_rect(0, 3, 7, 1, darkBlue)
    @sparkle_bitmaps[6].fill_rect(2, 2, 3, 3, lightBlue)
    @sparkle_bitmaps[6].fill_rect(3, 2, 1, 3, midBlue)
    @sparkle_bitmaps[6].fill_rect(2, 3, 3, 1, midBlue)
    @sparkle_bitmaps[6].set_pixel(3, 3, white)
   
    # Meteor bitmap
    @meteor_bitmap = Bitmap.new(14, 12)
    @meteor_bitmap.fill_rect(0, 8, 5, 4, paleOrange)
    @meteor_bitmap.fill_rect(1, 7, 6, 4, paleOrange)
    @meteor_bitmap.set_pixel(7, 8, paleOrange)
    @meteor_bitmap.fill_rect(1, 8, 2, 2, brightOrange)
    @meteor_bitmap.set_pixel(2, 7, brightOrange)
    @meteor_bitmap.fill_rect(3, 6, 2, 1, brightOrange)
    @meteor_bitmap.set_pixel(3, 8, brightOrange)
    @meteor_bitmap.set_pixel(3, 10, brightOrange)
    @meteor_bitmap.set_pixel(4, 9, brightOrange)
    @meteor_bitmap.fill_rect(5, 5, 1, 5, brightOrange)
    @meteor_bitmap.fill_rect(6, 4, 1, 5, brightOrange)
    @meteor_bitmap.fill_rect(7, 3, 1, 5, brightOrange)
    @meteor_bitmap.fill_rect(8, 6, 1, 2, brightOrange)
    @meteor_bitmap.set_pixel(9, 5, brightOrange)
    @meteor_bitmap.set_pixel(3, 8, midRed)
    @meteor_bitmap.fill_rect(4, 7, 1, 2, midRed)
    @meteor_bitmap.set_pixel(4, 5, midRed)
    @meteor_bitmap.set_pixel(5, 4, midRed)
    @meteor_bitmap.set_pixel(5, 6, midRed)
    @meteor_bitmap.set_pixel(6, 5, midRed)
    @meteor_bitmap.set_pixel(6, 7, midRed)
    @meteor_bitmap.fill_rect(7, 4, 1, 3, midRed)
    @meteor_bitmap.fill_rect(8, 3, 1, 3, midRed)
    @meteor_bitmap.fill_rect(9, 2, 1, 3, midRed)
    @meteor_bitmap.fill_rect(10, 1, 1, 3, midRed)
    @meteor_bitmap.fill_rect(11, 0, 1, 3, midRed)
    @meteor_bitmap.fill_rect(12, 0, 1, 2, midRed)
    @meteor_bitmap.set_pixel(13, 0, midRed)
   
    # impact bitmap
    @impact_bitmap = Bitmap.new(22, 11)
    @impact_bitmap.fill_rect(0, 5, 1, 2, brightOrange)
    @impact_bitmap.set_pixel(1, 4, brightOrange)
    @impact_bitmap.set_pixel(1, 6, brightOrange)
    @impact_bitmap.set_pixel(2, 3, brightOrange)
    @impact_bitmap.set_pixel(2, 7, brightOrange)
    @impact_bitmap.set_pixel(3, 2, midRed)
    @impact_bitmap.set_pixel(3, 7, midRed)
    @impact_bitmap.set_pixel(4, 2, brightOrange)
    @impact_bitmap.set_pixel(4, 8, brightOrange)
    @impact_bitmap.set_pixel(5, 2, midRed)
    @impact_bitmap.fill_rect(5, 8, 3, 1, brightOrange)
    @impact_bitmap.set_pixel(6, 1, midRed)
    @impact_bitmap.fill_rect(7, 1, 8, 1, brightOrange)
    @impact_bitmap.fill_rect(7, 9, 8, 1, midRed)
   
   
    # Ash bitmaps
    @ash_bitmaps = []
    @ash_bitmaps[0] = Bitmap.new(3, 3)
    @ash_bitmaps[0].fill_rect(0, 1, 1, 3, lightGrey)
    @ash_bitmaps[0].fill_rect(1, 0, 3, 1, lightGrey)
    @ash_bitmaps[0].set_pixel(1, 1, white)
    @ash_bitmaps[1] = Bitmap.new(3, 3)
    @ash_bitmaps[1].fill_rect(0, 1, 1, 3, grey)
    @ash_bitmaps[1].fill_rect(1, 0, 3, 1, grey)
    @ash_bitmaps[1].set_pixel(1, 1, lightGrey)
   
    # Bubble bitmaps
    @bubble_bitmaps = []
    darkBlue  = Color.new(77, 136, 225, 160)
    aqua = Color.new(197, 253, 254, 160)
    lavender = Color.new(225, 190, 244, 160)
   
    # first bubble bitmap
    @bubble_bitmaps[0] = Bitmap.new(24, 24)
    @bubble_bitmaps[0].fill_rect(0, 9, 24, 5, darkBlue)
    @bubble_bitmaps[0].fill_rect(1, 6, 22, 11, darkBlue)
    @bubble_bitmaps[0].fill_rect(2, 5, 20, 13, darkBlue)
    @bubble_bitmaps[0].fill_rect(3, 4, 18, 15, darkBlue)
    @bubble_bitmaps[0].fill_rect(4, 3, 16, 17, darkBlue)
    @bubble_bitmaps[0].fill_rect(5, 2, 14, 19, darkBlue)
    @bubble_bitmaps[0].fill_rect(6, 1, 12, 21, darkBlue)
    @bubble_bitmaps[0].fill_rect(9, 0, 5, 24, darkBlue)
    @bubble_bitmaps[0].fill_rect(2, 11, 20, 4, aqua)
    @bubble_bitmaps[0].fill_rect(3, 7, 18, 10, aqua)
    @bubble_bitmaps[0].fill_rect(4, 6, 16, 12, aqua)
    @bubble_bitmaps[0].fill_rect(5, 5, 14, 14, aqua)
    @bubble_bitmaps[0].fill_rect(6, 4, 12, 16, aqua)
    @bubble_bitmaps[0].fill_rect(9, 2, 4, 20, aqua)
    @bubble_bitmaps[0].fill_rect(5, 10, 1, 7, lavender)
    @bubble_bitmaps[0].fill_rect(6, 14, 1, 5, lavender)
    @bubble_bitmaps[0].fill_rect(7, 15, 1, 4, lavender)
    @bubble_bitmaps[0].fill_rect(8, 16, 1, 4, lavender)
    @bubble_bitmaps[0].fill_rect(9, 17, 1, 3, lavender)
    @bubble_bitmaps[0].fill_rect(10, 18, 4, 3, lavender)
    @bubble_bitmaps[0].fill_rect(14, 18, 1, 2, lavender)
    @bubble_bitmaps[0].fill_rect(13, 5, 4, 4, white)
    @bubble_bitmaps[0].fill_rect(14, 4, 2, 1, white)
    @bubble_bitmaps[0].set_pixel(17, 6, white)
   
    # second bubble bitmap
    @bubble_bitmaps[1] = Bitmap.new(14, 15)
    @bubble_bitmaps[1].fill_rect(0, 4, 14, 7, darkBlue)
    @bubble_bitmaps[1].fill_rect(1, 3, 12, 9, darkBlue)
    @bubble_bitmaps[1].fill_rect(2, 2, 10, 11, darkBlue)
    @bubble_bitmaps[1].fill_rect(3, 1, 8, 13, darkBlue)
    @bubble_bitmaps[1].fill_rect(5, 0, 4, 15, darkBlue)
    @bubble_bitmaps[1].fill_rect(1, 5, 12, 4, aqua)
    @bubble_bitmaps[1].fill_rect(2, 4, 10, 6, aqua)
    @bubble_bitmaps[1].fill_rect(3, 3, 8, 8, aqua)
    @bubble_bitmaps[1].fill_rect(4, 2, 6, 10, aqua)
    @bubble_bitmaps[1].fill_rect(1, 5, 12, 4, aqua)
    @bubble_bitmaps[1].fill_rect(3, 9, 1, 2, lavender)
    @bubble_bitmaps[1].fill_rect(4, 10, 1, 2, lavender)
    @bubble_bitmaps[1].fill_rect(5, 11, 4, 1, lavender)
    @bubble_bitmaps[1].fill_rect(6, 12, 2, 1, white)
    @bubble_bitmaps[1].fill_rect(8, 3, 2, 2, white)
    @bubble_bitmaps[1].set_pixel(7, 4, white)
    @bubble_bitmaps[1].set_pixel(8, 5, white)
   
    # Other option for bubbles
    @bubble2_bitmaps = Array.new
    darkSteelGray = Color.new(145, 150, 155, 160)
    midSteelGray = Color.new(180, 180, 185, 160)
    lightSteelGray = Color.new(225, 225, 235, 160)
    steelBlue = Color.new(145, 145, 165, 160)
    lightSteelBlue = Color.new(165, 170, 180, 160)
    transparentWhite = Color.new(255, 255, 255, 160)
   
    # first bubble 2 bitmap
    @bubble2_bitmaps[0] = Bitmap.new(6, 6)
    @bubble2_bitmaps[0].fill_rect(0, 0, 6, 6, darkSteelGray)
    @bubble2_bitmaps[0].fill_rect(0, 2, 6, 2, midSteelGray)
    @bubble2_bitmaps[0].fill_rect(2, 0, 2, 6, midSteelGray)
    @bubble2_bitmaps[0].fill_rect(2, 2, 2, 2, lightSteelGray)
   
    # second bubble 2 bitmap
    @bubble2_bitmaps[1] = Bitmap.new(8, 8)
    @bubble2_bitmaps[1].fill_rect(0, 2, 2, 4, steelBlue)
    @bubble2_bitmaps[1].fill_rect(2, 0, 4, 2, darkSteelGray)
    @bubble2_bitmaps[1].fill_rect(6, 2, 2, 2, darkSteelGray)
    @bubble2_bitmaps[1].fill_rect(2, 6, 2, 2, darkSteelGray)
    @bubble2_bitmaps[1].fill_rect(6, 4, 2, 2, midSteelGray)
    @bubble2_bitmaps[1].fill_rect(4, 6, 2, 2, midSteelGray)
    @bubble2_bitmaps[1].fill_rect(4, 4, 2, 2, lightSteelBlue)
    @bubble2_bitmaps[1].fill_rect(2, 4, 2, 2, lightSteelGray)
    @bubble2_bitmaps[1].fill_rect(4, 2, 2, 2, lightSteelGray)
    @bubble2_bitmaps[1].fill_rect(2, 2, 2, 2, transparentWhite)
   
    # third bubble 2 bitmap
    @bubble2_bitmaps[2] = Bitmap.new(8, 10)
    @bubble2_bitmaps[2].fill_rect(8, 2, 2, 4, steelBlue)
    @bubble2_bitmaps[2].fill_rect(2, 0, 8, 2, darkSteelGray)
    @bubble2_bitmaps[2].fill_rect(2, 6, 8, 2, darkSteelGray)
    @bubble2_bitmaps[2].fill_rect(4, 0, 2, 2, midSteelGray)
    @bubble2_bitmaps[2].fill_rect(4, 6, 2, 2, midSteelGray)
    @bubble2_bitmaps[2].fill_rect(0, 2, 2, 2, midSteelGray)
    @bubble2_bitmaps[2].fill_rect(0, 4, 2, 2, lightSteelBlue)
    @bubble2_bitmaps[2].fill_rect(2, 2, 6, 4, lightSteelGray)
    @bubble2_bitmaps[2].fill_rect(2, 2, 4, 2, transparentWhite)
    @bubble2_bitmaps[2].fill_rect(4, 4, 2, 2, transparentWhite)
   
    # fourth bubble 2 bitmap
    @bubble2_bitmaps[3] = Bitmap.new(14, 14)
    @bubble2_bitmaps[3].fill_rect(4, 0, 4, 2, steelBlue)
    @bubble2_bitmaps[3].fill_rect(0, 4, 2, 4, steelBlue)
    @bubble2_bitmaps[3].fill_rect(12, 4, 2, 4, steelBlue)
    @bubble2_bitmaps[3].fill_rect(8, 0, 2, 2, darkSteelGray)
    @bubble2_bitmaps[3].fill_rect(0, 6, 2, 2, darkSteelGray)
    @bubble2_bitmaps[3].fill_rect(12, 6, 2, 2, darkSteelGray)
    @bubble2_bitmaps[3].fill_rect(4, 12, 6, 2, darkSteelGray)
    @bubble2_bitmaps[3].fill_rect(8, 0, 2, 2, darkSteelGray)
    @bubble2_bitmaps[3].fill_rect(2, 2, 10, 10, midSteelGray)
    @bubble2_bitmaps[3].fill_rect(6, 12, 2, 2, midSteelGray)
    @bubble2_bitmaps[3].fill_rect(2, 4, 10, 6, lightSteelGray)
    @bubble2_bitmaps[3].fill_rect(4, 2, 2, 2, lightSteelGray)
    @bubble2_bitmaps[3].fill_rect(6, 10, 4, 2, lightSteelGray)
    @bubble2_bitmaps[3].fill_rect(6, 4, 2, 2, transparentWhite)
    @bubble2_bitmaps[3].fill_rect(4, 6, 2, 2, transparentWhite)
   
    @user_bitmaps = []
    update_user_defined
  end
 
  def update_user_defined
    for image in @user_bitmaps
      image.dispose
    end
   
    #user-defined bitmaps
    for name in $WEATHER_IMAGES
      @user_bitmaps.push(RPG::Cache.picture(name))
    end
    for sprite in @sprites
      sprite.bitmap = @user_bitmaps[rand(@user_bitmaps.size)]
    end
  end
 
  attr_reader :type
  attr_reader :max
  attr_reader :ox
  attr_reader :oy
end
end

General:

Originally made for Scriptkitty, because the default weather effects are too sparse and uninteresting.

Weather Types:

#    1 - rain
#    2 - storm
#    3 - snow
#    4 - hail
#    5 - rain with thunder and lightning
#    6 - falling leaves (autumn)
#    7 - blowing leaves (autumn)
#    8 - swirling leaves (autumn)
#    9 - falling leaves (green)
#  10 - cherry blossom (sakura) petals
#  11 - rose petals
#  12 - feathers
#  13 - blood rain
#  14 - sparkles
#  15 - user defined
#  16 - blowing snow
#  17 - meteor shower
#  18 - falling ash
#  19 - bubbles
#  20 - bubbles 2
#  21 - sparkles up

Instructions:

You can start and stop weather using the original event commands, however, you can start stronger and more varied weather using:

Code:
$game_screen.weather(type, strength, duration)
Where type is the type of weather (see above), strength is how strong it should be (a number between 1 and 50), and duration is how many frames it should take to transition in.

User-defined weather user images imported to the pictures folder.  The controls are:

$WEATHER_UPDATE = false  - change this one any time you're about to use user-defined weather

$WEATHER_IMAGES = [name, name, ...]  - a list of the names of the images, separated by commas.

$WEATHER_X = 0  - the number of pixels the image should move horizontally (positive = right, negative = left)

$WEATHER_Y = 0  - the number of pizels the image should move vertically (positive = down, negative = up)

$WEATHER_FADE = 0    - how much the image should fade each update (0 = no fade, 255 = fade instantly)

$WEATHER_ANIMATED = true (or false) - whether or not each sprite in the weather should cycle between all the available images.


An explanation of user-defined weather:

$WEATHER_IMAGES - The names of the images you want to use as weather images, minus the file extensions. They should be imported as Pictures.

For example:

Code:
$WEATHER_UPDATE = true
$WEATHER_IMAGES = ["rock1", "rock2", "rock3"]


The $WEATHER_UPDATE flag tells the script that the images array has changed. You only need to set it to true if you've changed this array.

$WEATHER_X and $WEATHER_Y - the number of pixels to move the image in the x & y directions each update. For example:

Code:
$WEATHER_X = -10


Will move the image fairly fast straight up.

Code:
$WEATHER_Y = 1


Will move the image slowly to the right.

Code:
$WEATHER_X = 2
$WEATHER_Y = -1


Will move the image to the lower left.


By default, both x and y movement are 0, or no movement.

$WEATHER_FADE - this is whether or not and how much you want the image to fade out. 0 is no fade, 255 is instant fade. You may need to play with this - what looks right depends on how fast your weather image is moving. By default, this is set to 0, or no fade.

$WEATHER_ANIMATED - this flag tells the script that each weather effect should cycle through all the images (see the sparkle effect for a demo of what this looks like). Just set it to true if you want to use it:

Code:
$WEATHER_ANIMATED = true

Screeshots:

Blowing Autumn Leaves
[Image: weatherscreen1.png]

Rose Petals
[Image: weatherscreen2.png]

Sparkles
[Image: weatherscreen3.png]
Where might I find the VX version?
muffin1232 Wrote:Where might I find the VX version?
I don't believe CCOA made a VX version and seeing how she has been absent from the RM community for some months now, I doubt any will be made.
Actually, she did. It only required subtle changes to the original version to work with RPGMaker VX. They are nearly the same.
DerVVulfman Wrote:Actually, she did. It only required subtle changes to the original version to work with RPGMaker VX. They are nearly the same.
Laughing + Tongue sticking out Whoops! I looked and couldn't find one. Any idea where it is?
Removed from RRR Revolution due to iEntry's vague legal terms for post content ownership.
So there is no chance it will be posted here? :(
I found it but stand-by for the link. I may have to re-upload it to a new file service.
Not here. Separate post for separate VX version with the other features (If I don't beat you first)
Wow, i found it the vx version! But it isn't on this site, thanks for ure help anyway
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